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@@ -290,7 +290,7 @@ inline float cosABV(const QVector3D & v0, const QVector3D & v1) {
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return (QVector3D::dotProduct(v0, v1)) / l;
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return (QVector3D::dotProduct(v0, v1)) / l;
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}
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}
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inline void normalizeAngleRad(float & a) {while (a < 0.) a += M_2PI; while (a >= M_2PI) a -= M_2PI;}
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inline void normalizeAngleRad(float & a) {while (a < 0.) a += M_2PI; while (a >= M_2PI) a -= M_2PI;}
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inline void normalizeAngleDeg(float & a) {while (a < 0.) a += 360. ; while (a >= 360. ) a -= 360. ;}
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inline void normalizeAngleDeg360(float & a) {while (a < 0.) a += 360. ; while (a >= 360. ) a -= 360. ;}
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inline QVector3D projection(const QVector3D & v, const QVector3D & to) {return to.normalized() * v.length() * cosABV(v, to);}
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inline QVector3D projection(const QVector3D & v, const QVector3D & to) {return to.normalized() * v.length() * cosABV(v, to);}
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QVector3D orthToVector(const QVector3D & v, const float & scale = 1.);
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QVector3D orthToVector(const QVector3D & v, const float & scale = 1.);
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QVector3D rotateVector(const QVector3D & v, const QVector3D & a);
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QVector3D rotateVector(const QVector3D & v, const QVector3D & a);
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